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Returning 35 results for 'druid core more is must'.
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
traits in the Core Druid Traits table.
Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character
Gain the following traits from the Core Druid
Monsters
Bigby Presents: Glory of the Giants
Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near
elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossus’s choosing: acid
Monsters
Guildmasters’ Guide to Ravnica
Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6
":"bludgeoning"} bludgeoning damage plus 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Slam","rollDamageType":"lightning"} lightning damage. If the target is a creature, it must
Monsters
Strixhaven: A Curriculum of Chaos
Death Burst. When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1
must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.Often referred
Monsters
Quests from the Infinite Staircase
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the
Magic Items
The Book of Many Things
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone
Classes
Tasha’s Cauldron of Everything
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
3rd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Multiattack. The
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
Monsters
Dragonlance: Shadow of the Dragon Queen
must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep.
Incorporeal Movement. Caradoc can move through other creatures and objects as if they were
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Possession"}. One Humanoid that Caradoc can see within 5 feet of himself must succeed on a DC 15 Charisma saving throw or be possessed by him; he
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Rend", "rollDamageType":"slashing"} slashing damage.
Malevolent Flare. The witchkite spits magical, green-tinged flame at one creature it can see within 60 feet of itself. The target must make a DC 17
the following effects of the witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target
Monsters
Guildmasters’ Guide to Ravnica
is Wisdom (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The shaman has the following druid spells prepared:
Cantrips (at
the target must make a DC 14 Constitution saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Fungal Rot","rollDamageType":"poison"} poison damage on a failed save
Monsters
Phandelver and Below: The Shattered Obelisk
Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing.
Aura of Death. At the start of each of the flesh meld’s turns, each creature within 5 feet of it must
flesh meld’s core. The stench of death surrounds a flesh meld.
When a creature is consumed by a flesh meld, the creature’s mind is merged into the flesh meld’s consciousness. More
Monsters
The Book of Many Things
", "rollAction":"Enervating Claw", "rollDamageType":"necrotic"} necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18
target must make a DC 18 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Drink Breath", "rollDamageType":"necrotic
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Hopelessness"}. The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14
damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn’t cursed.An eater of hope is bitter to the core, resentful of all forms
Monsters
Spelljammer: Adventures in Space
180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10);{"diceNotation":"10d10
must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its
Classes
Tasha’s Cauldron of Everything
final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level
Feature
2nd
Circle Spells, Halo of Spores, Symbiotic Entity
6th
Fungal Infestation
10th
Spreading Spores
14th
Fungal Body
Monsters
Spelljammer: Adventures in Space
240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10);{"diceNotation
must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Monsters
The Book of Many Things
":"Snake Bite", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryale’s next
petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a hulking serpent when threatened. She has attained precise control over
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
Monsters
Fizban's Treasury of Dragons
cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
aboleth flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and the morkoth can’t use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Monsters
Fizban's Treasury of Dragons
in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Debilitating Breath
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
Backgrounds
Guildmasters’ Guide to Ravnica
adaptations of life.
7
I can’t resist prying into anything forbidden, since it must be terribly interesting.
8
I employ a highly technical vocabulary to avoid imprecision and ambiguity
our work is to hurry it along — no matter what must be upended along the way. (Chaotic)
3
Knowledge. Understanding the world is more important than what you do with your knowledge
Backgrounds
Sword Coast Adventurer's Guide
you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe
Monsters
Fizban's Treasury of Dragons
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
Monsters
Fizban's Treasury of Dragons
energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid’s awaken spell.)
4
A mated pair of griffon;griffons found a topaz
Backgrounds
Guildmasters’ Guide to Ravnica
;AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
6
Tradition. The Old Ways must be preserved and upheld. (Any)
Bonds
d6
Bond
1
different clan.
4
When we were younger, I was romantically involved with a prominent warrior in my clan.
5
A druid in my clan believes I have a destiny to fulfill.
6
The warrior who trained
Oath of Vengeance
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced
Necessary. My qualms can’t get in the way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
monsters
rolls. Can’t hold anything or manipulate objects with the limb.
Broken Leg. Speed halved. If the creature takes the Dash action, it must succeed on a DC 15 Dexterity saving throw or have the
17).The crooked man is an Undead embodiment of broken trust and the twisting of purpose. Those who die having betrayed what they hold sacred, embracing their treachery to their core, might return in
Ritual Caster (Druid)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you